/// Log dominance zone data void CvTacticalAnalysisMap::LogZones() { if(GC.getLogging() && GC.getAILogging()) { CvString szLogMsg; CvTacticalDominanceZone* pZone; for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++) { pZone = &m_DominanceZones[iI]; szLogMsg.Format("Zone ID: %d, Area ID: %d, Value: %d, FRIENDLY Str: %d (%d), Ranged: %d (%d), ENEMY Str: %d (%d), Ranged: %d (%d), Closest Enemy: %d", pZone->GetDominanceZoneID(), pZone->GetAreaID(), pZone->GetDominanceZoneValue(), pZone->GetFriendlyStrength(), pZone->GetFriendlyUnitCount(), pZone->GetFriendlyRangedStrength(), pZone->GetFriendlyRangedUnitCount(), pZone->GetEnemyStrength(), pZone->GetEnemyUnitCount(), pZone->GetEnemyRangedStrength(), pZone->GetEnemyRangedUnitCount(), pZone->GetRangeClosestEnemyUnit()); if(pZone->GetDominanceFlag() == TACTICAL_DOMINANCE_FRIENDLY) { szLogMsg += ", Friendly"; } else if(pZone->GetDominanceFlag() == TACTICAL_DOMINANCE_ENEMY) { szLogMsg += ", Enemy"; } else if(pZone->GetDominanceFlag() == TACTICAL_DOMINANCE_EVEN) { szLogMsg += ", Even"; } else if(pZone->GetDominanceFlag() == TACTICAL_DOMINANCE_NO_UNITS_VISIBLE) { szLogMsg += ", No Units Visible"; } if(pZone->IsWater()) { szLogMsg += ", Water"; } else { szLogMsg += ", Land"; } if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE) { szLogMsg += ", Temporary Zone"; } else if(pZone->GetClosestCity()) { szLogMsg += ", " + pZone->GetClosestCity()->getName(); if (m_pPlayer->GetTacticalAI()->IsTemporaryZoneCity(pZone->GetClosestCity())) { szLogMsg += " (Temp)"; } } m_pPlayer->GetTacticalAI()->LogTacticalMessage(szLogMsg, true /*bSkipLogDominanceZone*/); } } }
/// Can this cell go in an existing dominance zone? CvTacticalDominanceZone* CvTacticalAnalysisMap::FindExistingZone(CvPlot* pPlot) { CvTacticalDominanceZone* pZone; for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++) { pZone = &m_DominanceZones[iI]; // If this is a temporary zone, matches if unowned and close enough if((pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE) && (m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_NO_OWNER || m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_NEUTRAL) && (plotDistance(pPlot->getX(), pPlot->getY(), pZone->GetTempZoneCenter()->getX(), pZone->GetTempZoneCenter()->getY()) <= m_iTacticalRange)) { return pZone; } // If not friendly or enemy, just 1 zone per area if((pZone->GetTerritoryType() == TACTICAL_TERRITORY_NO_OWNER || pZone->GetTerritoryType() == TACTICAL_TERRITORY_NEUTRAL) && (m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_NO_OWNER || m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_NEUTRAL)) { if(pZone->GetAreaID() == m_TempZone.GetAreaID()) { return pZone; } } // Otherwise everything needs to match if(pZone->GetTerritoryType() == m_TempZone.GetTerritoryType() && pZone->GetOwner() == m_TempZone.GetOwner() && pZone->GetAreaID() == m_TempZone.GetAreaID() && pZone->GetClosestCity() == m_TempZone.GetClosestCity()) { return pZone; } } return NULL; }
/// Establish order of zone processing for the turn void CvTacticalAnalysisMap::PrioritizeZones() { // Loop through the dominance zones for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++) { // Find the zone and compute dominance here CvTacticalDominanceZone* pZone = &m_DominanceZones[iI]; eTacticalDominanceFlags eDominance = ComputeDominance(pZone); // Establish a base value for the region int iBaseValue = 1; int iMultiplier = 1; // Temporary zone? if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE) { iMultiplier = 1000; } else { CvCity* pClosestCity = pZone->GetZoneCity(); if(pClosestCity && pClosestCity->isAdjacentToArea(pZone->GetAreaID())) { iBaseValue += (1 + (int)sqrt((float)pClosestCity->getPopulation())); if(GET_PLAYER(m_ePlayer).GetTacticalAI()->IsTemporaryZoneCity(pClosestCity)) { iBaseValue *= 2; } else if (pClosestCity->isVisible( GET_PLAYER(m_ePlayer).getTeam(), false)) { iBaseValue *= 4; // How damaged is this visible city? int iMaxDamageMultiplier = 10; int iDamage = pClosestCity->getDamage(); if (iDamage > (pClosestCity->GetMaxHitPoints() / iMaxDamageMultiplier)) { iBaseValue *= (int)((iDamage + 1) * 10 / pClosestCity->GetMaxHitPoints()); } } #if defined(MOD_BALANCE_CORE) if (GET_PLAYER(m_ePlayer).IsCityAlreadyTargeted(pClosestCity) || GET_PLAYER(m_ePlayer).GetMilitaryAI()->IsCurrentAttackTarget(pClosestCity) ) { iBaseValue *= 2; } if (pClosestCity->GetPlayer()->isMinorCiv()) { //At war with ally of this minor? Greatly reduce priority. PlayerTypes eAlly = pClosestCity->GetPlayer()->GetMinorCivAI()->GetAlly(); if (eAlly != NO_PLAYER && GET_TEAM(GET_PLAYER(m_ePlayer).getTeam()).isAtWar(GET_PLAYER(eAlly).getTeam())) { iBaseValue = 1; } } #endif } if(!pZone->IsWater()) { iBaseValue *= 3; } // Now compute a multiplier based on current conditions here if(eDominance == TACTICAL_DOMINANCE_ENEMY) { if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY) { iMultiplier = 1; } else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY) { iMultiplier = 8; } } else if(eDominance == TACTICAL_DOMINANCE_EVEN) { if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY) { iMultiplier = 4; } else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY) { iMultiplier = 4; } } else if(eDominance == TACTICAL_DOMINANCE_FRIENDLY) { if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY) { iMultiplier = 8; } else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY) { iMultiplier = 1; } } if(!GET_PLAYER(m_ePlayer).isMinorCiv()) { if(GET_PLAYER(m_ePlayer).GetDiplomacyAI()->GetStateAllWars() == STATE_ALL_WARS_WINNING) { if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY) { #if defined(MOD_BALANCE_CORE_MILITARY) iMultiplier *= 4; #else iMultiplier *= 2; #endif } } else if(GET_PLAYER(m_ePlayer).GetDiplomacyAI()->GetStateAllWars() == STATE_ALL_WARS_LOSING) { if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY) { iMultiplier *= 4; } } } } // Save off the value for this zone pZone->SetDominanceZoneValue( iBaseValue * iMultiplier); } std::stable_sort(m_DominanceZones.begin(), m_DominanceZones.end()); }
/// Log dominance zone data void CvTacticalAnalysisMap::LogZones() { if(GC.getLogging() && GC.getAILogging()) { CvString szLogMsg; CvTacticalDominanceZone* pZone; for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++) { pZone = &m_DominanceZones[iI]; //don't blow up the logs for empty zones if ( pZone->GetOverallFriendlyStrength()==0 && pZone->GetOverallEnemyStrength()==0) continue; szLogMsg.Format("Zone ID: %d, Size: %d, City: %s, Area ID: %d, Value: %d, FRIENDLY Str: %d (%d), Ranged: %d (naval %d), ENEMY Str: %d (%d), Ranged: %d (naval %d), Closest Enemy: %d", pZone->GetDominanceZoneID(), pZone->GetNumPlots(), pZone->GetZoneCity() ? pZone->GetZoneCity()->getName().c_str() : "none", pZone->GetAreaID(), pZone->GetDominanceZoneValue(), pZone->GetOverallFriendlyStrength(), pZone->GetTotalFriendlyUnitCount(), pZone->GetFriendlyRangedStrength(), pZone->GetFriendlyNavalRangedStrength(), pZone->GetOverallEnemyStrength(), pZone->GetTotalEnemyUnitCount(), pZone->GetEnemyRangedStrength(), pZone->GetEnemyNavalRangedStrength(), pZone->GetRangeClosestEnemyUnit()); if(pZone->GetOverallDominanceFlag() == TACTICAL_DOMINANCE_FRIENDLY) { szLogMsg += ", Friendly"; } else if(pZone->GetOverallDominanceFlag() == TACTICAL_DOMINANCE_ENEMY) { szLogMsg += ", Enemy"; } else if(pZone->GetOverallDominanceFlag() == TACTICAL_DOMINANCE_EVEN) { szLogMsg += ", Even"; } else if(pZone->GetOverallDominanceFlag() == TACTICAL_DOMINANCE_NO_UNITS_VISIBLE) { szLogMsg += ", No Units Visible"; } if(pZone->IsWater()) { szLogMsg += ", Water"; } else { szLogMsg += ", Land"; } if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE) { szLogMsg += ", Temporary Zone"; } else if(pZone->GetZoneCity()) { if (GET_PLAYER(m_ePlayer).GetTacticalAI()->IsTemporaryZoneCity(pZone->GetZoneCity())) { szLogMsg += " (Temp)"; } } if (pZone->IsNavalInvasion()) { szLogMsg += ", NAVAL INVASION"; } GET_PLAYER(m_ePlayer).GetTacticalAI()->LogTacticalMessage(szLogMsg, true /*bSkipLogDominanceZone*/); } } }